]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hlac.qc
s/WEP_(ID)/WEP_$1.m_id/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hlac.qc
index aa0b736944729417e563b833109926cc2ea60f1d..b6b48918def5ae2f8863e197e6c4ddb09d700c33 100644 (file)
@@ -1,4 +1,4 @@
-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
 REGISTER_WEAPON(
 /* WEP_##id  */ HLAC,
 /* function  */ W_HLAC,
@@ -45,26 +45,27 @@ REGISTER_WEAPON(
 #ifdef SVQC
 HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
-#else
+#endif
+#ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
 
-void W_HLAC_Touch (void)
+void W_HLAC_Touch(void)
 {
        float isprimary;
 
        PROJECTILE_TOUCH;
 
        self.event_damage = func_null;
-       
+
        isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
-       
+
        RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_HLAC_Attack (void)
+void W_HLAC_Attack(void)
 {
        entity missile;
     float spread;
@@ -76,29 +77,29 @@ void W_HLAC_Attack (void)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       if (!autocvar_g_norecoil)
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -106,14 +107,14 @@ void W_HLAC_Attack (void)
     missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
-       missile.projectiledeathtype = WEP_HLAC;
+       missile.projectiledeathtype = WEP_HLAC.m_id;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_HLAC_Attack2()
+void W_HLAC_Attack2(void)
 {
        entity missile;
     float spread;
@@ -124,24 +125,24 @@ void W_HLAC_Attack2()
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
-       missile.bot_dodge = TRUE;
+       missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
 
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -149,16 +150,16 @@ void W_HLAC_Attack2()
     missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-       missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
+       missile.missile_flags = MIF_SPLASH;
+       missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
 
-       CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+       CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame()
+void W_HLAC_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
@@ -166,9 +167,9 @@ void W_HLAC_Attack_Frame()
                return;
        }
 
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -187,7 +188,7 @@ void W_HLAC_Attack_Frame()
        }
 }
 
-void W_HLAC_Attack2_Frame()
+void W_HLAC_Attack2_Frame(void)
 {
     float i;
 
@@ -196,30 +197,30 @@ void W_HLAC_Attack2_Frame()
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2();
 
-       if (!autocvar_g_norecoil)
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 }
 
-float W_HLAC(float req)
+bool W_HLAC(int req)
 {
        float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
-                       return TRUE;
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+                       return true;
                }
                case WR_THINK:
                {
                        if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_HLAC_Attack();
@@ -227,47 +228,47 @@ float W_HLAC(float req)
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
                                        W_HLAC_Attack2_Frame();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hlac.md3");
-                       precache_model ("models/weapons/v_hlac.md3");
-                       precache_model ("models/weapons/h_hlac.iqm");
-                       precache_sound ("weapons/lasergun_fire.wav");
-                       HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model("models/weapons/g_hlac.md3");
+                       precache_model("models/weapons/v_hlac.md3");
+                       precache_model("models/weapons/h_hlac.iqm");
+                       precache_sound("weapons/lasergun_fire.wav");
+                       HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
                        ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
-                       ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
+                       ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -278,11 +279,11 @@ float W_HLAC(float req)
                        return WEAPON_HLAC_MURDER;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_HLAC(float req)
+bool W_HLAC(int req)
 {
        switch(req)
        {
@@ -293,21 +294,21 @@ float W_HLAC(float req)
                        pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/laserimpact.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return FALSE;
+       return false;
 }
 #endif
 #endif